VR Storytelling?
- DOI
- 10.2991/978-94-6463-390-0_14How to use a DOI?
- Keywords
- Virtual reality; Storytelling; Gaming; Embodiment
- Abstract
Virtual Reality, now a maturing media platform, allows us a considered or more sophisticated understanding of its inherent storytelling mechanisms. We have become trapped in exploiting a language developed through the remedial journey from oral storytelling, to theatre, to cinema. Provocatively, we might explore this paradigm break in audiovisual storytelling, moving (or returning) from the framed to the frameless image, and although traditional media narrative may have provided a starting point for exploiting this ‘new’ spatial medium, the reflective engagement of photography, painting and architecture might be more fruitful? Where viewers are free to interpret and engage with the piece/space at their own pace and in their own way, and in real time. VR can take this concept further, allowing viewers to be ‘present’ within the artwork and explore, to have total freedom and control of their gaze, offering the potential for a more intimate and reflective experience.
- Copyright
- © 2024 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Mark Smith PY - 2024 DA - 2024/04/05 TI - VR Storytelling? BT - Proceedings of the International Moving Image Cultures Conference (IMOVICCON 2023) PB - Atlantis Press SP - 136 EP - 146 SN - 2667-128X UR - https://doi.org/10.2991/978-94-6463-390-0_14 DO - 10.2991/978-94-6463-390-0_14 ID - Smith2024 ER -